They succeed in really pulling players into the world, and the narration that features sporadically through the game complements the action perfectly. Backgrounds and environments are detailed to an extent that I haven’t really experienced before. But Dragon’s Crown does have a distinctive art style, and it actually succeeds in both adding to and taking away from the overall experience. It’s the kind of entertainment that appeals to a small group of arcade nostalgics, but for most people it’s hardly a standout genre. If Dragon’s Crown didn’t have such a distinctive art style it would then be quickly relegated to the back of people’s minds. There is probably too few different types of these bosses given the game lends itself to grinding, but it is nonetheless a highlight. By no means is Dragon’s Crown an easy game. The real highlight to the package is the bosses, which are gorgeously giant monstrosities and often feature interesting attack patterns that will REALLY test the twitch reflexes. The challenge in Dragon’s Crown comes in being a skill tester, rather than the strategic depth that I generally like from my fantasy RPGs. Refined, but still quite simple, with a basic combo system and quite obvious enemy attack patterns. Dragon’s Crown shines at its brightest when the action is thick and fast and players are a whirlwind of destructive energy compared to the old Dungeons & Dragons arcade brawlers that this game is so clearly inspired by it’s impressive to see just how refined the genre has become. Multiplayer is a great experience, with each of the character classes working well together and good teamwork can at times mean the difference between success and failure. ( Be sure to read our review of the game back when it was released in the US here)Īs with all brawlers this game is therefore best enjoyed in groups.
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